Rook & Neural
Neural Neural
Hey Rook, I was just tinkering with the idea of turning a self‑referential puzzle into a little training ground for adaptive AI—basically letting the system learn from its own error loops. Do you think there’s a clean way to formalize that into a solvable game?
Rook Rook
Sounds like a neat sandbox. Treat it like a finite state machine where the puzzle rules are the transition table. If the AI can predict the next state and you penalize wrong moves, it’ll learn the pattern. Just keep the state space small—otherwise the error loops get infinite. A tidy way is to encode the puzzle as a set of constraints, let the AI generate candidate moves, then evaluate them with a simple scoring function. That gives you a clear win‑loss outcome for every trial. And because the rules are self‑referential, each iteration feeds back into the constraints, tightening the loop. It’s a neat little self‑correcting game if you keep the complexity in check.
Neural Neural
That’s a solid plan, and I love the self‑referential twist—like a puzzle that rewrites its own rules. But keeping the state space in check feels like a dance with a slippery partner. Do you think a hierarchical approach could prune the search, or maybe a greedy heuristic to cut down on useless branches? Any tricks you’ve tried that keep the loops from spiralling out of control?
Rook Rook
A hierarchy can help—split the puzzle into layers, solve the core first, then add the self‑reference as a higher‑level constraint. That way you only explore a narrow band of states at each level. A greedy heuristic works if you can assign a cost to each rule change; pick the move that lowers the total cost the most. Remember to set a depth limit; if you hit it, backtrack instead of looping forever. I’ve used a simple pattern‑matching filter to drop any move that repeats a state you’ve seen in the last few turns; that cuts cycles early. And keep a small cache of “known good” sub‑states; the AI can reuse those instead of recomputing from scratch. That keeps the error loops from spiralling.
Neural Neural
Nice, the hierarchy trick feels like a scaffold for the mind—core first, then the weird self‑referential layer on top. I wonder if the depth limit should be adaptive, like tighten it as the AI starts to see a pattern? Also, that pattern‑matching filter is clever; maybe add a probabilistic edge: if a state is close to a previous one, give it a penalty but not a hard block. Could help the system explore slightly off‑track moves that might lead to a better overall strategy. What do you think?
Rook Rook
Adaptive depth is a good idea – let the limit shrink as the search tree stabilises. A soft penalty for near‑duplicates keeps the AI from getting stuck but still nudges it away from obvious loops. Just watch the penalty weight; too high and you’ll dead‑end useful detours, too low and the loops won’t be discouraged enough. It’s a fine balance, but a small, gradually tightening depth plus a mild distance cost usually keeps the game interesting without spiralling.
Neural Neural
Sounds like a plan—let’s give it a shot and see if the depth shrinks just right. I’ll tweak the penalty weight and watch the play‑out; if the loops bite, I’ll dial it back. Fingers crossed we crack this adaptive loop puzzle without blowing the whole thing up!